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-rw-r--r--examples/widgets/animation/sub-attaq/bomb.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/examples/widgets/animation/sub-attaq/bomb.cpp b/examples/widgets/animation/sub-attaq/bomb.cpp
index a80d2d46c5..76e4575293 100644
--- a/examples/widgets/animation/sub-attaq/bomb.cpp
+++ b/examples/widgets/animation/sub-attaq/bomb.cpp
@@ -83,8 +83,8 @@ void Bomb::launch(Bomb::Direction direction)
anim->setEndValue(QPointF(x() + delta*2,scene()->height()));
anim->setDuration(y()/2*60);
launchAnimation->addAnimation(anim);
- connect(anim,SIGNAL(valueChanged(QVariant)),this,SLOT(onAnimationLaunchValueChanged(QVariant)));
- connect(this, SIGNAL(bombExploded()), launchAnimation, SLOT(stop()));
+ connect(anim,&QVariantAnimation::valueChanged,this,&Bomb::onAnimationLaunchValueChanged);
+ connect(this, &Bomb::bombExploded, launchAnimation, &QAbstractAnimation::stop);
//We setup the state machine of the bomb
QStateMachine *machine = new QStateMachine(this);
@@ -98,13 +98,13 @@ void Bomb::launch(Bomb::Direction direction)
machine->setInitialState(launched);
//### Add a nice animation when the bomb is destroyed
- launched->addTransition(this, SIGNAL(bombExploded()),final);
+ launched->addTransition(this, &Bomb::bombExploded,final);
//If the animation is finished, then we move to the final state
- launched->addTransition(launched, SIGNAL(animationFinished()), final);
+ launched->addTransition(launched, &QAnimationState::animationFinished, final);
//The machine has finished to be executed, then the boat is dead
- connect(machine,SIGNAL(finished()),this, SIGNAL(bombExecutionFinished()));
+ connect(machine,&QState::finished,this, &Bomb::bombExecutionFinished);
machine->start();